# World vertex prelight comparison

The WebGL scene shader previously multiplied ordinary city materials by raw
`COLOR_0`, which darkened colors whose stored vertex value is near 0.5. The
local OpenUG2 reference renderer documents two vertex-color modes: world
prelight uses `clamp(vColor.rgb * 2, 0, 1.6)`, while the direct vehicle diffuse
mode uses raw `vColor.rgb` (`/tmp/OpenUG2-reference/src/render.c:651-652,
876-877`). The opaque road branch already used the world operation.

Revision r165 applies the same operation to non-vehicle, non-road city
materials and preserves raw vertex colors for vehicle draws. A packaged Chrome
capture of L4RB at route 450 shows brighter buildings and foliage; the player's
car is pixel-identical to the preceding capture. The scene remains dark overall.

This is a match to the available OpenUG2 reference implementation, not proof
that it reproduces every retail material path. The reference renderer is a
reconstruction, and the export still lacks the retail global-light equation,
several reflection resources, and some dynamic material state.
